Files
global-game-jam-2021/client/src/collide.ts

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17 KiB
TypeScript

/*
Repo: https://github.com/bmoren/p5.collide2D/
Created by http://benmoren.com
Some functions and code modified version from http://www.jeffreythompson.org/collision-detection
Version v0.7.3 | June 22, 2020
CC BY-NC-SA 4.0
File edited to fit my needs and project
*/
import p5 from 'p5'
// const collideRectRect = function (x, y, w, h, x2, y2, w2, h2) {
// //2d
// //add in a thing to detect rectMode CENTER
// if (x + w >= x2 && // r1 right edge past r2 left
// x <= x2 + w2 && // r1 left edge past r2 right
// y + h >= y2 && // r1 top edge past r2 bottom
// y <= y2 + h2) { // r1 bottom edge past r2 top
// return true;
// }
// return false;
// };
// // p5.vector version of collideRectRect
// p5.prototype.collideRectRectVector = function(p1, sz, p2, sz2){
// return p5.prototype.collideRectRect(p1.x, p1.y, sz.x, sz.y, p2.x, p2.y, sz2.x,sz2.y)
// }
const collideRectCircle = function (p5: p5, rx: number, ry: number, rw: number, rh: number, cx: number, cy: number, diameter: number) {
//2d
// temporary variables to set edges for testing
var testX = cx;
var testY = cy;
// which edge is closest?
if (cx < rx){ testX = rx // left edge
}else if (cx > rx+rw){ testX = rx+rw } // right edge
if (cy < ry){ testY = ry // top edge
}else if (cy > ry+rh){ testY = ry+rh } // bottom edge
// // get distance from closest edges
var distance = p5.dist(cx,cy,testX,testY)
// if the distance is less than the radius, collision!
if (distance <= diameter/2) {
return true;
}
return false;
};
// // p5.vector version of collideRectCircle
// p5.prototype.collideRectCircleVector = function(r, sz, c, diameter){
// return p5.prototype.collideRectCircle(r.x,r.y, sz.x,sz.y, c.x,c.y, diameter)
// }
const collideCircleCircle = function (p5: p5, x: number, y: number, d: number, x2: number, y2: number, d2: number) {
//2d
if( p5.dist(x,y,x2,y2) <= (d/2)+(d2/2) ){
return true;
}
return false;
};
// p5.vector version of collideCircleCircle
// p5.prototype.collideCircleCircleVector = function(p1,d, p2, d2){
// return p5.prototype.collideCircleCircle(p1.x,p1.y, d, p2.x,p2.y, d2)
// }
// p5.prototype.collidePointCircle = function (x, y, cx, cy, d) {
// //2d
// if( this.dist(x,y,cx,cy) <= d/2 ){
// return true;
// }
// return false;
// };
// // p5.vector version of collidePointCircle
// p5.prototype.collidePointCircleVector = function(p, c, d){
// return p5.prototype.collidePointCircle(p.x,p.y,c.x,c.y, d)
// }
// p5.prototype.collidePointEllipse = function (x, y, cx, cy, dx, dy) {
// //2d
// var rx = dx/2, ry = dy/2;
// // Discarding the points outside the bounding box
// if (x > cx + rx || x < cx - rx ||y > cy + ry || y < cy - ry) {
// return false;
// }
// // Compare the point to its equivalent on the ellipse
// var xx = x - cx, yy = y - cy;
// var eyy = ry * this.sqrt(this.abs(rx * rx - xx * xx)) / rx;
// return yy <= eyy && yy >= -eyy;
// };
// // p5.vector version of collidePointEllipse
// p5.prototype.collidePointEllipseVector = function(p, c, d){
// return p5.prototype.collidePointEllipse(p.x,p.y,c.x,c.y,d.x,d.y);
// }
// p5.prototype.collidePointRect = function (pointX, pointY, x, y, xW, yW) {
// //2d
// if (pointX >= x && // right of the left edge AND
// pointX <= x + xW && // left of the right edge AND
// pointY >= y && // below the top AND
// pointY <= y + yW) { // above the bottom
// return true;
// }
// return false;
// };
// // p5.vector version of collidePointRect
// p5.prototype.collidePointRectVector = function(point, p1, sz){
// return p5.prototype.collidePointRect(point.x, point.y, p1.x, p1.y, sz.x, sz.y);
// }
// p5.prototype.collidePointLine = function(px,py,x1,y1,x2,y2, buffer){
// // get distance from the point to the two ends of the line
// var d1 = this.dist(px,py, x1,y1);
// var d2 = this.dist(px,py, x2,y2);
// // get the length of the line
// var lineLen = this.dist(x1,y1, x2,y2);
// // since floats are so minutely accurate, add a little buffer zone that will give collision
// if (buffer === undefined){ buffer = 0.1; } // higher # = less accurate
// // if the two distances are equal to the line's length, the point is on the line!
// // note we use the buffer here to give a range, rather than one #
// if (d1+d2 >= lineLen-buffer && d1+d2 <= lineLen+buffer) {
// return true;
// }
// return false;
// }
// // p5.vector version of collidePointLine
// p5.prototype.collidePointLineVector = function(point,p1,p2, buffer){
// return p5.prototype.collidePointLine(point.x,point.y, p1.x,p1.y, p2.x,p2.y, buffer);
// }
// p5.prototype.collideLineCircle = function( x1, y1, x2, y2, cx, cy, diameter) {
// // is either end INSIDE the circle?
// // if so, return true immediately
// var inside1 = this.collidePointCircle(x1,y1, cx,cy,diameter);
// var inside2 = this.collidePointCircle(x2,y2, cx,cy,diameter);
// if (inside1 || inside2) return true;
// // get length of the line
// var distX = x1 - x2;
// var distY = y1 - y2;
// var len = this.sqrt( (distX*distX) + (distY*distY) );
// // get dot product of the line and circle
// var dot = ( ((cx-x1)*(x2-x1)) + ((cy-y1)*(y2-y1)) ) / this.pow(len,2);
// // find the closest point on the line
// var closestX = x1 + (dot * (x2-x1));
// var closestY = y1 + (dot * (y2-y1));
// // is this point actually on the line segment?
// // if so keep going, but if not, return false
// var onSegment = this.collidePointLine(closestX,closestY,x1,y1,x2,y2);
// if (!onSegment) return false;
// // draw a debug circle at the closest point on the line
// if(this._collideDebug){
// this.ellipse(closestX, closestY,10,10);
// }
// // get distance to closest point
// distX = closestX - cx;
// distY = closestY - cy;
// var distance = this.sqrt( (distX*distX) + (distY*distY) );
// if (distance <= diameter/2) {
// return true;
// }
// return false;
// }
// // p5.vector version of collideLineCircle
// p5.prototype.collideLineCircleVector = function( p1, p2, c, diameter){
// return p5.prototype.collideLineCircle( p1.x, p1.y, p2.x, p2.y, c.x, c.y, diameter);
// }
// p5.prototype.collideLineLine = function(x1, y1, x2, y2, x3, y3, x4, y4,calcIntersection) {
// var intersection;
// // calculate the distance to intersection point
// var uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
// var uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
// // if uA and uB are between 0-1, lines are colliding
// if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
// if(this._collideDebug || calcIntersection){
// // calc the point where the lines meet
// var intersectionX = x1 + (uA * (x2-x1));
// var intersectionY = y1 + (uA * (y2-y1));
// }
// if(this._collideDebug){
// this.ellipse(intersectionX,intersectionY,10,10);
// }
// if(calcIntersection){
// intersection = {
// "x":intersectionX,
// "y":intersectionY
// }
// return intersection;
// }else{
// return true;
// }
// }
// if(calcIntersection){
// intersection = {
// "x":false,
// "y":false
// }
// return intersection;
// }
// return false;
// }
// // p5.vector version of collideLineLine
// p5.prototype.collideLineLineVector = function(p1, p2, p3, p4, calcIntersection){
// return p5.prototype.collideLineLine(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, calcIntersection);
// }
// p5.prototype.collideLineRect = function(x1, y1, x2, y2, rx, ry, rw, rh, calcIntersection) {
// // check if the line has hit any of the rectangle's sides. uses the collideLineLine function above
// var left, right, top, bottom, intersection;
// if(calcIntersection){
// left = this.collideLineLine(x1,y1,x2,y2, rx,ry,rx, ry+rh,true);
// right = this.collideLineLine(x1,y1,x2,y2, rx+rw,ry, rx+rw,ry+rh,true);
// top = this.collideLineLine(x1,y1,x2,y2, rx,ry, rx+rw,ry,true);
// bottom = this.collideLineLine(x1,y1,x2,y2, rx,ry+rh, rx+rw,ry+rh,true);
// intersection = {
// "left" : left,
// "right" : right,
// "top" : top,
// "bottom" : bottom
// }
// }else{
// //return booleans
// left = this.collideLineLine(x1,y1,x2,y2, rx,ry,rx, ry+rh);
// right = this.collideLineLine(x1,y1,x2,y2, rx+rw,ry, rx+rw,ry+rh);
// top = this.collideLineLine(x1,y1,x2,y2, rx,ry, rx+rw,ry);
// bottom = this.collideLineLine(x1,y1,x2,y2, rx,ry+rh, rx+rw,ry+rh);
// }
// // if ANY of the above are true, the line has hit the rectangle
// if (left || right || top || bottom) {
// if(calcIntersection){
// return intersection;
// }
// return true;
// }
// return false;
// }
// // p5.vector version of collideLineRect
// p5.prototype.collideLineRectVector = function(p1, p2, r, rsz, calcIntersection){
// return p5.prototype.collideLineRect(p1.x, p1.y, p2.x, p2.y, r.x, r.y, rsz.x, rsz.y, calcIntersection);
// }
// p5.prototype.collidePointPoly = function(px, py, vertices) {
// var collision = false;
// // go through each of the vertices, plus the next vertex in the list
// var next = 0;
// for (var current=0; current<vertices.length; current++) {
// // get next vertex in list if we've hit the end, wrap around to 0
// next = current+1;
// if (next === vertices.length) next = 0;
// // get the PVectors at our current position this makes our if statement a little cleaner
// var vc = vertices[current]; // c for "current"
// var vn = vertices[next]; // n for "next"
// // compare position, flip 'collision' variable back and forth
// if (((vc.y >= py && vn.y < py) || (vc.y < py && vn.y >= py)) &&
// (px < (vn.x-vc.x)*(py-vc.y) / (vn.y-vc.y)+vc.x)) {
// collision = !collision;
// }
// }
// return collision;
// }
// // p5.vector version of collidePointPoly
// p5.prototype.collidePointPolyVector = function(p1, vertices){
// return p5.prototype.collidePointPoly(p1.x, p1.y, vertices);
// }
// // POLYGON/CIRCLE
// p5.prototype.collideCirclePoly = function(cx, cy, diameter, vertices, interior) {
// if (interior === undefined){
// interior = false;
// }
// // go through each of the vertices, plus the next vertex in the list
// var next = 0;
// for (var current=0; current<vertices.length; current++) {
// // get next vertex in list if we've hit the end, wrap around to 0
// next = current+1;
// if (next === vertices.length) next = 0;
// // get the PVectors at our current position this makes our if statement a little cleaner
// var vc = vertices[current]; // c for "current"
// var vn = vertices[next]; // n for "next"
// // check for collision between the circle and a line formed between the two vertices
// var collision = this.collideLineCircle(vc.x,vc.y, vn.x,vn.y, cx,cy,diameter);
// if (collision) return true;
// }
// // test if the center of the circle is inside the polygon
// if(interior === true){
// var centerInside = this.collidePointPoly(cx,cy, vertices);
// if (centerInside) return true;
// }
// // otherwise, after all that, return false
// return false;
// }
// // p5.vector version of collideCirclePoly
// p5.prototype.collideCirclePolyVector = function(c, diameter, vertices, interior){
// return p5.prototype.collideCirclePoly(c.x, c.y, diameter, vertices, interior);
// }
// p5.prototype.collideRectPoly = function( rx, ry, rw, rh, vertices, interior) {
// if (interior == undefined){
// interior = false;
// }
// // go through each of the vertices, plus the next vertex in the list
// var next = 0;
// for (var current=0; current<vertices.length; current++) {
// // get next vertex in list if we've hit the end, wrap around to 0
// next = current+1;
// if (next === vertices.length) next = 0;
// // get the PVectors at our current position this makes our if statement a little cleaner
// var vc = vertices[current]; // c for "current"
// var vn = vertices[next]; // n for "next"
// // check against all four sides of the rectangle
// var collision = this.collideLineRect(vc.x,vc.y,vn.x,vn.y, rx,ry,rw,rh);
// if (collision) return true;
// // optional: test if the rectangle is INSIDE the polygon note that this iterates all sides of the polygon again, so only use this if you need to
// if(interior === true){
// var inside = this.collidePointPoly(rx,ry, vertices);
// if (inside) return true;
// }
// }
// return false;
// }
// // p5.vector version of collideRectPoly
// p5.prototype.collideRectPolyVector = function(r, rsz, vertices, interior){
// return p5.prototype.collideRectPoly(r.x, r.y, rsz.x, rsz.y, vertices, interior);
// }
// p5.prototype.collideLinePoly = function(x1, y1, x2, y2, vertices) {
// // go through each of the vertices, plus the next vertex in the list
// var next = 0;
// for (var current=0; current<vertices.length; current++) {
// // get next vertex in list if we've hit the end, wrap around to 0
// next = current+1;
// if (next === vertices.length) next = 0;
// // get the PVectors at our current position extract X/Y coordinates from each
// var x3 = vertices[current].x;
// var y3 = vertices[current].y;
// var x4 = vertices[next].x;
// var y4 = vertices[next].y;
// // do a Line/Line comparison if true, return 'true' immediately and stop testing (faster)
// var hit = this.collideLineLine(x1, y1, x2, y2, x3, y3, x4, y4);
// if (hit) {
// return true;
// }
// }
// // never got a hit
// return false;
// }
// // p5.vector version of collideLinePoly
// p5.prototype.collideLinePolyVector = function(p1, p2, vertice){
// return p5.prototype.collideLinePoly(p1.x, p1.y, p2.x, p2.y, vertice);
// }
// p5.prototype.collidePolyPoly = function(p1, p2, interior) {
// if (interior === undefined){
// interior = false;
// }
// // go through each of the vertices, plus the next vertex in the list
// var next = 0;
// for (var current=0; current<p1.length; current++) {
// // get next vertex in list, if we've hit the end, wrap around to 0
// next = current+1;
// if (next === p1.length) next = 0;
// // get the PVectors at our current position this makes our if statement a little cleaner
// var vc = p1[current]; // c for "current"
// var vn = p1[next]; // n for "next"
// //use these two points (a line) to compare to the other polygon's vertices using polyLine()
// var collision = this.collideLinePoly(vc.x,vc.y,vn.x,vn.y,p2);
// if (collision) return true;
// //check if the either polygon is INSIDE the other
// if(interior === true){
// collision = this.collidePointPoly(p2[0].x, p2[0].y, p1);
// if (collision) return true;
// collision = this.collidePointPoly(p1[0].x, p1[0].y, p2);
// if (collision) return true;
// }
// }
// return false;
// }
// p5.prototype.collidePolyPolyVector = function(p1, p2, interior) {
// return p5.prototype.collidePolyPoly(p1, p2, interior);
// }
// p5.prototype.collidePointTriangle = function(px, py, x1, y1, x2, y2, x3, y3) {
// // get the area of the triangle
// var areaOrig = this.abs( (x2-x1)*(y3-y1) - (x3-x1)*(y2-y1) );
// // get the area of 3 triangles made between the point and the corners of the triangle
// var area1 = this.abs( (x1-px)*(y2-py) - (x2-px)*(y1-py) );
// var area2 = this.abs( (x2-px)*(y3-py) - (x3-px)*(y2-py) );
// var area3 = this.abs( (x3-px)*(y1-py) - (x1-px)*(y3-py) );
// // if the sum of the three areas equals the original, we're inside the triangle!
// if (area1 + area2 + area3 === areaOrig) {
// return true;
// }
// return false;
// }
// // p5.vector version of collidePointTriangle
// p5.prototype.collidePointTriangleVector = function(p, p1, p2, p3){
// return p5.prototype.collidePointTriangle(p.x, p.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
// }
// p5.prototype.collidePointPoint = function (x,y,x2,y2, buffer) {
// if(buffer === undefined){
// buffer = 0;
// }
// if(this.dist(x,y,x2,y2) <= buffer){
// return true;
// }
// return false;
// };
// // p5.vector version of collidePointPoint
// p5.prototype.collidePointPointVector = function(p1, p2, buffer){
// return p5.prototype.collidePointPoint(p1.x,p1.y,p2.x,p2.y, buffer);
// }
// p5.prototype.collidePointArc = function(px, py, ax, ay, arcRadius, arcHeading, arcAngle, buffer) {
// if (buffer === undefined) {
// buffer = 0;
// }
// // point
// var point = this.createVector(px, py);
// // arc center point
// var arcPos = this.createVector(ax, ay);
// // arc radius vector
// var radius = this.createVector(arcRadius, 0).rotate(arcHeading);
// var pointToArc = point.copy().sub(arcPos);
// if (point.dist(arcPos) <= (arcRadius + buffer)) {
// var dot = radius.dot(pointToArc);
// var angle = radius.angleBetween(pointToArc);
// if (dot > 0 && angle <= arcAngle / 2 && angle >= -arcAngle / 2) {
// return true;
// }
// }
// return false;
// }
// // p5.vector version of collidePointArc
// p5.prototype.collidePointArcVector = function(p1, a, arcRadius, arcHeading, arcAngle, buffer){
// return p5.prototype.collidePointArc(p1.x, p1.y, a.x, a.y, arcRadius, arcHeading, arcAngle, buffer);
// }
export {
collideCircleCircle,
collideRectCircle
}